Look in random directions instead of always going clockwise

This commit is contained in:
2014-06-19 07:58:04 -07:00
parent d0036ff56e
commit 65226fc621

View File

@@ -999,16 +999,16 @@ var AISprite = function(game, x, y, key, frame) {
}, this); }, this);
} }
this.turnFaceRight = function() { this.turnUnseenDirection = function() {
if ( hasState(this, STATE_FACE_DOWN) ) { if ( this.seen_directions.length >= 4 )
setMovingState(this, STATE_FACE_LEFT); this.seen_directions = [];
} else if ( hasState(this, STATE_FACE_LEFT) ) { var directions = [STATE_FACE_DOWN, STATE_FACE_LEFT,
setMovingState(this, STATE_FACE_UP); STATE_FACE_RIGHT, STATE_FACE_UP];
} else if ( hasState(this, STATE_FACE_UP) ) { var newdirection = directions[game.rnd.integerInRange(0, 3)];
setMovingState(this, STATE_FACE_RIGHT); while ( this.seen_directions.indexOf(newdirection) !== -1 ) {
} else if ( hasState(this, STATE_FACE_RIGHT) ) { newdirection = directions[game.rnd.integerInRange(0, 3)];
setMovingState(this, STATE_FACE_DOWN);
} }
setMovingState(this, newdirection);
this.animations.stop(); this.animations.stop();
this.animations.play("bipedrun" + spriteFacing(this)); this.animations.play("bipedrun" + spriteFacing(this));
this.animations.stop(); this.animations.stop();
@@ -1185,6 +1185,7 @@ var AISprite = function(game, x, y, key, frame) {
this.sprite_can_see_lightmeter = 0.3; this.sprite_can_see_lightmeter = 0.3;
this.awareness_effect = null; this.awareness_effect = null;
this.awareness_timer = null; this.awareness_timer = null;
this.seen_directions = [];
this.sprite_awareness_duration = 60000; this.sprite_awareness_duration = 60000;
this.sprite_canmove = 'true'; this.sprite_canmove = 'true';
this.collide_with_player = 'true'; this.collide_with_player = 'true';